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Linking RoomA linking room is a concept in multiverse and metafiction stories. Linking rooms are usually visualized as vast, sometimes infinite, hallways with doors running the entire length. They often appear in dream sequences and cartoons. Each door is actually a portal to a different place. The most famous one is probably the "long, low hall" in Alice's Adventures in Wonderland. It has doors of all sizes all around it, going to starkly different exteriors. The Matrix Reloaded features a classic hallway-style linking room: "There is a building. Inside this building there is a level where no elevator can go and no stair can reach. This level is filled with doors. These doors lead to many places--hidden places. But one door is special. One door leads to the Source." Linking rooms do not need to be hallways, and linking room portals do not need to be doors. The Wood between Worlds in C. S. Lewis' Magician's Nephew is a vast wooded area with many small, deceptively shallow pools of water, each of which represents an individual world or universe. The Myst series of computer games uses linking books to jump from one Age to another. Jasper Fforde's metafictional The Well Of Lost Plots features a vast library, 52 stories tall (26 floors up, 26 floors down) with all books ever written or attempted, each a portal accessible to brave or foolish souls. One of the most recent is the great hall where Sullivan and Wazowski work in Monsters, Inc.. It is the starting point from the Monster universe to millions of children's bedrooms in our world. New doors are constantly brought to this hall from a huge storage area.
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